KayleOff the Edge of the MapGroupAdministratorsPosts1,195JoinedMar 21, 2006

They both have fundamental math issues. Caius has a thread around here somewhere that talks about them. If the one I've been working on was a little more complete, I'd offer to let you use it as the math involved is done properly, and it's a seamless system rather than the imo clunky system of SWR and SWFotE.

So then for the time being which of those two Spaceship systems would you suggest using.... I have my mud opening in less 2 months so I am trying to add the last additions needed.

What you do depends entirely on how much work you're willing to put into it. I would urge you to consider the Space v2 snippet, it has some very nice ideas. On the other hand, it's in an unfinished state (to say the least), so if you want something fully working in two months, then it's not an option. Of the two systems you originally asked about, I would recommend FotE, if for no other reason than that it can create new instances of ships on the fly, while on SWR each and every one must be built by immortals.

I started working this code into my own mud years ago, and honestly I can't remember exactly how it looked when I started out. But the short story is that pretty much everything needs to be done. I'm pretty sure turrets don't work at all, and there's no OLC for ship prototypes/templates or ship parts. One of the great things about space v2 is how a ship is basically just an empty hull. All its stats are based on the parts you add to it, like sublight engines, hyperdrive, shields, weaponry, sensors, etc, etc. All these are parts that can be swapped out. I seem to remember there is no code for doing the actual upgrades either, but I might have that one wrong.

As others have said here before, the SWFotEFUSS space is what I would recommend. It's fairly rounded, pretty hackable as far as adding new things to ships (gravity well generator's rock - just not on an X-Wing) and pretty easy to follow along once you get used to how it all works.